Welcome to another bad RMT with sketchy teams that don't make it past 1700 ( def not a skill issue trust)
https://pokepast.es/8d83627187a36960
This team uses the very skillfull team building method of using , and with whatever you want. I decided to use not because I don't think it's one of the ugliest pokemon ever but because a 200 bp reversal at +1 attack with 600 speed catches some teams off guard.
@ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Energy Ball
- Stealth Rock
- Mortal Spin
- Earth Power
provides in my opinion the best HO lead right now as toxic spikes can stop sweepers (with some sacrifices) and stealth rocks are annoying, mortal spin poisons anything trying to set up and energy ball Ohkos some alleviating the stress as can stop 's sweep and is generally a pain for this team.
Electro-gambit ( ) @ Booster Energy
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderclap
- Dragon Pulse
- Ancient Power
- Calm Mind
Booster energy + one calm mind can OHKO most neutrals with thunder clap and dragon pulse combined with 's bulk can break through almost everything else. Admittedly I should probably replace ancient power with thunder bolt or Tera blast and use Tera fairy or water instead but although unreliable the boosts (all two times) have come in handy and I haven't had the heart to replace it yet and remove yet another bit of originality.
@ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Break
- Close Combat
- Knock Off
- Swords Dance
The most original iron valiant set to ever exist, it has (almost?) Perfect coverage and one hits so much after a swords dance and out speeds almost everything except which cannot OHKO you after Tera fairy while your close combat can OHKO most of the time at +2.
Tera fairy helps power up spirit break which's 75 BP can be a little underwhelming at times even if the spA reduction can be helpful.
@ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Ground
EVs: 120 Def / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Substitute
- Tera Blast
- Sludge Wave
No way another original HO pokemon. Tera blast ground probably isn't the best option but I absolutely hate heatran and it helps beat annoying poison type walls like and . Substitute can help avoid paralyzes from among others. Fiery dance even even with my luck is still the best set up move on and sludge wave is a 95 bp stab move.
Ugly kingambit ( ) @ Liechi Berry
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 252 Spe
Naive Nature
- Endure
- Reversal
- Knock Off
- Upper Hand
Ok hear me out.
Hitmonlee is already extremely frail on the physical side and naive nature makes it so it's easier to get OHKOed by special attacks which usually would be a bad thing but combined with endure which makes it survive every attack at at least 1hp that turn, liechi Berry raises its attack when it's at below 25% and reversal's power changes on how little HP you have left (200 at 0.4). Upper hand is a really bad move but it works because people never expect it when they put their priority mons in and finally unburden puts its speed to 600. Knock off is coverage.
Kingambit @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Iron Head
- Sucker Punch
- Swords Dance
Most kingambits face many problems like ting-lu and other kingambits to name a few, but utilizing low kick at 5 fallen you OHKO ting-lu and Kingambit. I had to sacrifice kleave here but iron head does a pretty good job considering we're using leftovers instead of glasses. I put the speed Ives there to outspeed every kingambit and other walls. Tera fighting combined with low kick can actually break dozo at 5 fallen.
That's my RMT all tips appreciated :)
Edit calcz and replays in comment.
PS ik my humor is cringe and bad thanks
Pss ik my grammer and punctuation is bad.
https://pokepast.es/8d83627187a36960
This team uses the very skillfull team building method of using , and with whatever you want. I decided to use not because I don't think it's one of the ugliest pokemon ever but because a 200 bp reversal at +1 attack with 600 speed catches some teams off guard.
@ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Energy Ball
- Stealth Rock
- Mortal Spin
- Earth Power
provides in my opinion the best HO lead right now as toxic spikes can stop sweepers (with some sacrifices) and stealth rocks are annoying, mortal spin poisons anything trying to set up and energy ball Ohkos some alleviating the stress as can stop 's sweep and is generally a pain for this team.
Electro-gambit ( ) @ Booster Energy
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderclap
- Dragon Pulse
- Ancient Power
- Calm Mind
Booster energy + one calm mind can OHKO most neutrals with thunder clap and dragon pulse combined with 's bulk can break through almost everything else. Admittedly I should probably replace ancient power with thunder bolt or Tera blast and use Tera fairy or water instead but although unreliable the boosts (all two times) have come in handy and I haven't had the heart to replace it yet and remove yet another bit of originality.
@ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Break
- Close Combat
- Knock Off
- Swords Dance
The most original iron valiant set to ever exist, it has (almost?) Perfect coverage and one hits so much after a swords dance and out speeds almost everything except which cannot OHKO you after Tera fairy while your close combat can OHKO most of the time at +2.
Tera fairy helps power up spirit break which's 75 BP can be a little underwhelming at times even if the spA reduction can be helpful.
@ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Ground
EVs: 120 Def / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Substitute
- Tera Blast
- Sludge Wave
No way another original HO pokemon. Tera blast ground probably isn't the best option but I absolutely hate heatran and it helps beat annoying poison type walls like and . Substitute can help avoid paralyzes from among others. Fiery dance even even with my luck is still the best set up move on and sludge wave is a 95 bp stab move.
Ugly kingambit ( ) @ Liechi Berry
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 252 Spe
Naive Nature
- Endure
- Reversal
- Knock Off
- Upper Hand
Ok hear me out.
Hitmonlee is already extremely frail on the physical side and naive nature makes it so it's easier to get OHKOed by special attacks which usually would be a bad thing but combined with endure which makes it survive every attack at at least 1hp that turn, liechi Berry raises its attack when it's at below 25% and reversal's power changes on how little HP you have left (200 at 0.4). Upper hand is a really bad move but it works because people never expect it when they put their priority mons in and finally unburden puts its speed to 600. Knock off is coverage.
Kingambit @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Iron Head
- Sucker Punch
- Swords Dance
Most kingambits face many problems like ting-lu and other kingambits to name a few, but utilizing low kick at 5 fallen you OHKO ting-lu and Kingambit. I had to sacrifice kleave here but iron head does a pretty good job considering we're using leftovers instead of glasses. I put the speed Ives there to outspeed every kingambit and other walls. Tera fighting combined with low kick can actually break dozo at 5 fallen.
That's my RMT all tips appreciated :)
Edit calcz and replays in comment.
PS ik my humor is cringe and bad thanks
Pss ik my grammer and punctuation is bad.
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